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2026.03.11 - Maya

The highlight for this release is the new destruction workflow.


Overview

A new feature release, Clusters!

Enjoy, and find this new version available here.

Download


Destruction

You can now simulate parts of a mesh as independent rigid bodies, optionally gluing them together with configurable glue strength, via the new rdCluster node.

Meaning you can do this!

How it works

Typically, when you assign a Marker, it will use the mesh for collisions.

If there are "islands" - independently connected chunks of your mesh - then each island gets its own collision "hull", improving the overall accuracy of collisions.

A Cluster on the other hand considers each hull as its own independently moving object.


Mix Markers and Clusters

Clusters and Markers live in the same solver, and interact happily with each other.


Shattering

Ragdoll simulates your shattered pieces but currently does not provide the means to shatter your geometry in the first place. Such as broken glass, broken wood or concrete. This is a topic of its own and many tools already exist.

Until then, here's a short primer on how you can shatter objects the old fashioned way.

  1. Make a plane
  2. Make broad cuts
  3. Make fine cuts
  4. Combine for simulation
  5. Extrude for thickness
  6. Profit

Speedrun


Recording

Typically, Markers are recorded onto the object you assign.

Assigning a cluster follows the same pattern, but instead of recording onto the translate and rotate channels it affects the vertices of the geometry via a typical skinCluster.

And thus, for an object with many pieces, you end up with one joint per piece and worldspace animation.


Post-Recording

Unbind skin and remove joints.


Pose Mode

Feel free to explore pieces and their glue interactively, in Pose Mode. :)


Known Limitations

As of this release, here's what you should expect.

  • Forces are unsupported
  • Skinned or animated meshes partly supported
  • No geometry manipulation tools, e.g. fracturing
  • Slow for high-poly destruction, e.g. 10,000+ pieces


Light Gizmo

Standalone

Mostly relevant to the upcoming Ragdoll Standalone, but also the Manipulator user interface.

You can now control the light direction by click and dragging on the new Light Gizmo, in Playback Mode.

You can also click and drag in the 3D scene to control where you want shadows to fall!


Personal Forever

The Ragdoll Personal licence is unrestricted by the annual upgrade, you folk may download and use any version of Ragdoll, now and forever. This has now been fixed.


Performance

Everybody likes performance.

Standalone

Mostly relevant to the upcoming Ragdoll Standalone, but also the Manipulator user interface.

Our interface is entirely rendered on the GPU. But traffic between CPU and GPU still needs to happen and is expensive. Recent optimisations means means we can cover the whole pipeline in less than 1 ms!

(Notice the FPS towards the bottom, especially without shadows)


Distance Constraint Offset

We've now fixed these two issues.

  1. Loading of a .rag file with distance constraint offsets
  2. Opening a scene with offsets on a scaled character


Shadow Acne

Now shadows look good no matter the distance.

Before

After


Scale Shape Undo

A bug in the scaling of shapes meant it could not be undone.

This has now been fixed!


Capsule and Mirroring

The mirrored side got to have all of the fun.

This has been fixed!


Rotate Gizmo Glitch

Rotating a shape on a scaled character resulted in this, not nice!

This has been fixed.